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5 NeutralAbout Devinnspell
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Rolling Changelog: Stable Branch: 0.32.114557
Devinnspell replied to rocket's topic in News & Announcements
Why lower weapon spawns? It's already hard enough to find weapons. so this will most likely increase the server hopping. -
Dean Hall himself saying it needs "serious optimization"
Devinnspell replied to mjf6866's topic in General Discussion
Arma 3 is better optimized because it uses RV 3, unlike DayZ using the old RV 2. -
Reality Virtual Engine-Bad for DayZ
Devinnspell replied to Devinnspell's topic in General Discussion
If so then I hope they implement Havok -
Reality Virtual Engine-Bad for DayZ
Devinnspell replied to Devinnspell's topic in General Discussion
More like a hypothetical opinion is what i was suggesting. -
This is not a rant but more of a personal opinion and also looking to see what you guys think on the topic. Recently I made a post explaining the engine and why it has issues with optimization (you can go find it if you want to see the explanation), but now the question is..should they have used a different engine for the game? It is understandable that they wanted to use the same engine for the game as Arma since half the work would be done for them, but at the same time this engine has a couple of issues that makes it set apart from modern game engines. Seems to not have a build in physics engineCauses lag due to faulty rendering of the world and its objectsDoesn't have enough room for making the world dynamic (kind of like Battlefield prides its self on)Relys on the CPU too much causing frame issuesNow its true that you do have to take in account that since this game is a huge 250km map (I think its about that big) then it would be very hard to have all of what games like Battlefield and such have, I just feel this engine isn't doing the game justice since it has much potential but is held back by the software. With a game like Dying Light coming out, which is a open world zombie survival that has very amazing graphics, physics, lighting, animations, etc. its going to be to compete when it comes to production value. Just think if a game like Dying Light implemented all of what DayZ has, it would be such a phenominal game. I just think maybe eventually one of these days, maybe when another DayZ is made (I'm sure there will be sequel maybe 4 years down the line) maybe they should look into a engine like perhaps Unreal, maybe even Unity 3D, because the RV engine is a over 10 year old engine and since DayZ was in production before Arma 3, its not using Arma 3's upgraded engine (RV 3), so its stuck with facing the problems of RV 2. A couple of things I feel would really enhance the game would be: Some destructible objects (and not like Arma 2's fake building falling thing, but more like stuff you see from the Source engine used in Half Life, Counterstrike, etc.)Improved stability so beast computers can actually take advantage of their awesome hardwareEven more animations so the immusion is broken lessPost your thoughts below :D
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Explanation of the Arma 2/DayZ Engine
Devinnspell replied to Devinnspell's topic in General Discussion
I looked it up, it is the RV engine but since it is only really used for Arma, it is referred to as the arma engine. -
Explanation of the Arma 2/DayZ Engine
Devinnspell replied to Devinnspell's topic in General Discussion
RV engine? thats what its called? -
Explanation of the Arma 2/DayZ Engine
Devinnspell replied to Devinnspell's topic in General Discussion
Its also useful to mention that the engine doesn't fully utilize multi-core CPUs. -
Explanation of the Arma 2/DayZ Engine
Devinnspell replied to Devinnspell's topic in General Discussion
I just think they need to tweak the engine to not render the objects prematurally, and also tweak how objects are rendered, because there is a reason why cities get laggy. -
Explanation of the Arma 2/DayZ Engine
Devinnspell replied to Devinnspell's topic in General Discussion
Interesting find but we are discussing the client performance, server performance is a whole other monster. -
Explanation of the Arma 2/DayZ Engine
Devinnspell replied to Devinnspell's topic in General Discussion
I hate a bad framerate of like 20, but I would rather be consistent 20 than jumping from 30 to 20. -
It's very prominate that Arma 2 and DayZ's optimization is faulty, and this is mainly pointed at the engine that the game runs on (a game engine is the program used to create the game like Unity 3D, Unreal, Frostbite, etc.). Now some don't quite understand what it is about the engine that leads to faulty performance on even the powerful machines (hence why we have people running i7s and gtx 780s that still only get 60 fps on high but can achieve ultra at 100+fps on BF4, which is very well more advanced in the graphics department). The first thing to note that Arma's engine throws alot of the processing over to the CPU, the GPU is still pretty important (hence why my Intel HD 4000 doesn't quite cut it so well). The biggest problem with the engine is how it renders/loads in the world and objects in the world. Even the latest and greatest hardware still has a limit to how many things it can handle at one time, which ties into what happens with Arma and DayZ. The engine tends to render in objects well before they are even within your viewing distance, which strains your hardware since its having to keep track of the objects in front of you and the others that you can't even see yet. Another observation I've made is with your view relative to the rendering of objects. I'm sure you have noticed that when you look off into the ocean (where no objects exist) you jump up like 5-15 frames, and it seems that objects are only rendered in the direction you are actually facing. Some of you are probaly thinking this is a good thing since it means you won't be getting strained by unneccessary objects, but although that is true, it also means these huge frame drops and changes which can be very annoying. This is just unfortunately how the engine works, but with a lil extra coding these problems could be tweaked and hopely we'll see better performance by the time we hit full release. I'm sure maybe I'm not 100% correct on everything, but this is just how I see it, so feel free to correct me on anything I might have left out or screwed up.
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So a big problem atleast for me is that there is absolutely no way of knowing if someone killed anyother player since unlike the mod, it doesn't even show when a player kills another player. While this isn't the most realistic thing to have in the game, it would be nice to know when some bandit is going on a killing spree. Plus it made it easier to find out if someone is hacking or breaking the rules in a RP server or such.
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[Falcon] DayZ Standalone Roleplay/Realism Server Private Shard
Devinnspell replied to redblaster100's topic in Servers
I've played on the server and I like the idea but I was stilled RDM-ed over in the Balota airfield for no reason. I had a M4 and stuff, it was lowered and I told the other M4 guy in the barracks that I was friendly but he still open fired and killed me. You can't really ban such players since player names don't show up nor is there any kind of kill feed like the mod had, so I like the idea but the server is really just like anyother server, except this one has almost a full player list upon joining. -
[Falcon] DayZ Standalone Roleplay/Realism Server Private Shard
Devinnspell replied to redblaster100's topic in Servers
You should set up a trading area in cherno where players can come to trade gear for other gear. Of course its player based trading